In PW, there's a palette glitch related to the day/night cycle patch where if you get turned into a bunny in a dungeon (via the yellow star sprite), it calls the day/night palette subroutine and adjusts Link's palette depending on the current in-game time. This is most evident during the "night" cycle, because Link gets turned dark, which sticks around until his palette is reloaded (going outside, using the magic mirror, etc.). Here's a patch to fix that. Basically, it just checks if you're outside, and if not, then it skips the palette transform (the palette transform shouldn't ever execute indoors, right?). It's exactly one byte too long to fit in the original code slot, so I had to move the subroutine and fix the two pointers to it.

Nice, I noticed this in Parallel Tower. If you are struck by electricity or use the Ether etc etc, you turn all dark. I was thinking about in and eventually fuguered it out to be a result of day/night patch - since the dark pal is loaded/gets reset as if it would be night.

Good thing you fixed that.

Edit: whoops, my bad, this shouldn't have gone in requests. I originally started typing it up looking for help, but then figured it out myself.

Conn wrote:Are you going to release a PW 1.2 with all your fixes? And if so do you also make your fixes compatible with remodel?

Euclid said he'd be ok with calling my "PW DX" work 1.2, but he was going to check with Seph. If they're both fine with it, then I'll just go ahead and rename it 1.2 (Puzzledude said he didn't mind me co-opting the version number, especially since it includes everything from his unofficial 1.2 patch plus more).

As far as making it compatible with remodel, I've never actually played remodel, so I don't feel like taking that on, but I'll definitely send all of the patches to Puzzledude in source form if he wants them (the .asm files are linked together, so all it takes to apply everything is a single call to bass). They should pretty much all work unless he used some of the same free space as I did for extra code, but in source form it's absolutely trivial to change that.

Just tested the ether medallion, it's fixed. However, in doing so, I discovered another quite interesting bug (unrelated to my patch, I confirmed this also happens in PWv1.1). Using Bombos in the same room as Lanmolas is... interesting.

Awesome I think a remodel port would be quite important. To my shame I must confess that original PW was way too hard for me, but with RM I had the chance to play this wonderful hack ^^

Unfortunately I cannot find the cave anymore where I was able to use the book mudora (to beam to entrance) and the game crashed. I reported it on these forums some years ago, but am also not able to find this post anymore either

Yeah, I get that a lot of people will want remodel, I just won't have the time to do the update and the necessary testing to both versions. But like I said, I'll definitely share, and hopefully puzzledude can make that happen.

qwertymodo wrote:Yeah, I get that a lot of people will want remodel, I just won't have the time to do the update and the necessary testing to both versions. But like I said, I'll definitely share, and hopefully puzzledude can make that happen.

Yes, I made the versions 1.2 for both PW and PR. Some issues here were addressed in PR also (like that glitched door in saria's gardens).All the ASM fixes should be compatible to both versions as PR does not change the GFX, ASM or the code at all - it just changes the dungeons and some minor overworld elements.

FF is a cave and disables the book mudora use, other values in this table are dungeons. To be on the safe side, I'd also change in this table at01/549d and 01/54a6 the FE to FF -> these should be other cave entrances where you also can falsly use the book mudora and thus bug the game. I think HM falsly saves some cave values. Dungeon entrances have a multiplier of 2 (02, 04, ... , 18) but surely never reach FE. So correcting all values here is safe.

Oh yeah, with my bilions of fixes I've forgotten about this one. Thanks for digging it up. For PW, you can do either way, editing the table or porting this patch; since PW is inaccessible in HM, HM will not corrupt the rom any longer.

For all other projects however I guess this patch is mandatory (it's already part of the all-in).

Yes, Hyrule Magic is dumb enough, that when you set a certain entrance to Dungeon= None (ie a cave), it will write FE, instead of FF. I always know, that when you put such a definition from dungeon to none - I always also do this hex fix of this byte to FF.